IT Gaming? OK, let's play


Posted on: February 23, 2017 by Francisco José Ruiz Jiménez

As someone once said, “Few things are as serious as video games!”. Video and computer games have had a huge historical importance for the IT and entertainment industries, but this influence will only increase towards the future, in such areas as IT development methodologies, business and engagement models, IPR and even societal development.

PokémonGO have demonstrated that video gaming is not just an entertainment for teenagers, it’s a really solid business and a reference for many other entertainment markets.

“Video games have become the third entertainment business in terms of profits ($ 91.5 billion in 2015) after television and editorial activities (books), surpassing movies ($ 89 billion in 2015) with annual expected growth above 10%.”

Video games have transformed the entertainment landscape, gameplays (YouTube, Twitch) or eSports compete in popularity with traditional massive events such as the NBA Finals or Major League Baseball (MLB).

“The finals of the game League of Legends were watched by 36 million people in the US, compared to 31 million for the NBA Finals, or 22 for MLB ”

Our latest White Paper presents video gaming from a business perspective, describing the different business models which in some cases have been anticipated by video games like software as a service models, as well as from a social engagement or IP protection perspective.

“A number of lessons learned in the video game industry over the last few decades as experience-centric digital goods become relevant and interesting to consider whenever we look at how to address these trends in more generic businesses."

Video games have also been a reference in the development of new technologies. Its innovative nature has made it an ideal platform to research new forms of interaction, or mechanisms that improve the immersion experience such as AR or VR. But it’s not only this, video games have innovated in other areas, having been a sort of social experience from the very beginning and having anticipated in some ways many features used in social networks.

“The creation of multiplayer games was one of the first social elements emerging following the expansion of the Internet in the 90s and 00s, and one of the keys for the future success of social networks, especially regarding collaboration and content monetization.”

One of the key differentiators of video games compared to other entertainment areas is the ability to interact and create your own story. In this sense, the white paper also explains how the video games are also an ideal platform for the creation of dynamic narratives, conditioned or adapted to the behavior and the state of the players.

Narratives can be programmed specifically to elicit a series of emotional responses allowing content creators to be able to ‘script emotion’, enabling a common emotional response, but delivered through a unique personalized experience."

Most markets and industries either have undergone, or are undergoing, digital transformation, but the gaming industry was born digitally transformed. This White Paper presents different ways in which the gaming industry can bring their technologies, methodologies or knowledge to the IT of traditional companies looking to transform their businesses. The developments in user experience, augmented, mixed or virtual reality as well as machine learning techniques, widely used in the characters and simulations of video games, could be a starting point when implementing similar practices in other activities.

In summary, video games are much more than a profitable business or entertainment activity, from the very beginning they have been a platform for innovation in many different ways. And now, more than ever, they provide examples and opportunities for the development of new technologies in more traditional IT spaces. Can we call this IT gaming? Ok, let’s play!

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About Francisco José Ruiz Jiménez

Technical Architect Manager and member of the Scientific Community
Francisco José Ruiz Jiménez is Technical Architect Manager at Atos Spain. He has a Computer Science Degree at Universidad Politécnica de Madrid. He is CTO of BPS Iberia and member of Atos Scientific Community since 2010. He began his professional career in a research project for ONCE (Spanish Blind People Organization) providing a way to improve computer management for people with lacks of vision. He joined Atos in 1998 developing his career mainly in Telecom market during 10 years, working for the main Telco clients (Orange, Vodafone, Telefónica, etc.). As Senior Architect he has worked providing technical solutions in BSS, from provisioning to billing systems. He joined Atos BPS Iberia organization in 2008, leading Technical Architecture Team, providing global solutions in different markets (Telco, Finance or Manufacturing). His expertise covers telecom knowledge, auditory, technical and enterprise architecture, and also research and innovation regarding new technologies.

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